Wednesday, 18 September 2019


Supernatural animal LE Morale 9
AC +5
HD 6
Mov 12 ground 9 climb 3 water 2 leap
Att Clawsx2 d6 Butt 2d6 & Bite 2d4

-if both claws hit can rake for extra 2d4 damage
This intelligent brutish beast kills for pleasure far more than it can eat. Capable of ferocious roars that three times a day case fear in a 9 range cone. These creatures also speak cruelly and are judgemental, able to recognise heraldry and a character origin so it can mock and insult enemies all the better. They will eat your loved ones and blame it on you for not being home. They spread terror and isolate people depending on roads in the wilderness.

They are not just random monsters they are usually agents of a curse such as a defiled grave, a great injustice resulting in deaths or some taint has polluted a sacred place. Sometimes they may aid a devil or evil hero acting as a pet or mount. They hate hellhounds and dislike demons and their dumber cousins manticores. They see themselves as obeying a higher power and exempt from morality. Some have been known to whisper lies through shack walls at night to irritate and corrupt inhabitants.

1in6 have ESP they use to pry out victims dark secrets
1in6 have dragon claws for 2d4 claw attacks
1in6 have dragon scales for AC+7
1in6 half damage from fire including magical

1in6 have detect alignment
1in6 detect invisible 3 range
1in6 resist normal missiles
1in6 break non magical weapons on impact
1in6 can be turned by a priest and avoids sacred ground
1in6 in contact with local diabolic cult or witches
1in6 is a 5th level wizard or priest or druid
1in6 require magic or silver weapon to hit
1in12 open a gate to hell or from hell to earth once a week

1in12 regenerate 1HP per round unless holy or acid
1in12 have a pet imp familiar who acts as scout and hands
1in12 can call a lesser devil once a week with a turn long blood sacrifice ritual
1in12 reports to a major demon weekly about work in mortal world

Mantygre Adventures
1 A village is plagued by a beast as the unsolved strangulation of local youths remains unsolved
2 Villages visit a whispering cave for advice but of late all the advice has been selfish, greedy and evil
3 A invisible Imp has been leaving threatening letters on doors in the village, starting at midnight they will all be killed
4 A local diabolic cult have allied with a mantyger planning on cutting off the area and corrupting all to the cult control
5 A ruined manour has been left since a mantyger ate the old lord and drove away the people. The beast is still heard roaring day and night
6 A diabolic wizard riding a mantyger has taken residence in a ruined tower on a hill
7 Pilgrims were murdered and as long as the bandits escape justice a Mantyger guards the bridge preventing passage. Several knights have been eaten by it, more fled it's roar
8 Voices from the well are scaring people. "just jump in! Your life is worthless!"
9 Villagers have been attacking each other, each say a voice told them by night what a neighbour said to provoke the violence
10 A robber knight based in a ruin has taken the mantyger as his flag and now he rides one and wears weird black armour. Locals say he sold his souls and seeks sacrifices and plunder 

Tuesday, 17 September 2019

Calopus, the horned wolf-cat

Calopus horned wolf-cat
Supernatural animal CN Morale 10
AC +5
HD 5
Mov 15 ground 9 climb 6 water 2 leap 1 burrow
Att Clawsx2 2d4 & Butt 2d6
-if both claws hit can rake for extra 2d4 damage
The calopus or horned wolf cat is a savage beast able to ambush or chase. Surprised only on 1in6 and can surprise on 1-3ind6. It is a incredible tracker, especially if the prey has any wounds. They are fearless attacking creatures bigger than themselves. Will saw down trees with serrated horns to bring downs a climbing foe or other cunning trickery.

Most in the midlands are black and dark blue, white in the cold north and orange in the desert. The oldest breeds in the desert retain some  draconic blood. They are dangerous to hunt as they are cunning at escape and ambush and are vindictive. A mated pair live together a season raising a d6 pupkits. Some tribal people value them as pets but they can betray even their mates. Sometimes they are pets of powerful beings and are set guarding locations or forfilling some curse.

1in6 are young or dwarf type with 2HD and half damage attacks and Morale 7
1in6 have hooves and Mov 18 but d6 hoof instead of claws
1in6 have patches of dragonscale and are AC +7
1in6 have a extra bite attack 2d4
1in6 resist half all fire damage including magical
1in6 extra large +1 HD and +1 damage on each attack
1in6 have featherfall at will
1in6 detect invisible 6 range

1in6 beserker
1in6 are swimmers 9 water speed, hold breath 40 minutes, no penalties to hit in water

1in6 require magic or iron weapon to hit
1in6 are invisible in darkness if black or snow if white or in sand if orange
1in12 double damage vs wooden beings, often attack wood weapons
1in12 regenerate a d4 HP per hour
1in12 breathes cloud of flaming gas 2 range 1 radius, 4d6 save half three times a day
1in12 2d6+6 intelligence and most turn CE, extra cruel and savage
1in12 can dimension door 12 range once a day to escape
1in12 terrible breath, all in 3 cone of head save or -d4 STR for a turn
1in12 Anyone injured 50% HP save or infected by Lyanthropy, as a werewolf but more cat like without horns, eventually they become a beast permanently and grow horns
1in12 sever a limb on a natural 20 to hit with butt and double damage

Calopus Adventures
1 Wolves have come from hills and are cowering near human settlements afraid
2 A creature killed a guest hall with six hunters bringing a bad reputation to locals
3 Wizard wants you to ask a intelligent one where a dungeon entrance is
4 Calopus preys on the sick, old or children by night. Locals are up in arms
5 Family cursed by a Calopus who eats firstborn of a clan each generation
6 A mated pair have made themselves rulers of the woods and they raid farmsteads
7 A beast has been digging up graves and devouring the dead under the full moon
8 Several males fight for dominance of area using the village as their battleground
9 Trees fall blocking the road and a calopous panics the horses while attacking
10 A local heir died and a Calopus haunts where he vanished, a evil wizard changed and cursed the heir and spreads malicious gossip about the beast that cannot control it's murderous rampages

Monday, 16 September 2019

Invaders of Xor

Xor is a living world of meat, plunder and wonder
A ever living mystery and world eater
People live on and in Xor like parasites
Bad things come from other worlds
Things not good to eat that must die
Strangers who do not accept the will of Xor!

All kinds of otherworlds invade Xor for a meal which has the danger Xor might flood that dimension. Xor only wants to peacefully eat universes and barley is aware of intruders parasitism. But look out when Xor does notice your dimension and is hungry. Some otherworlders are stranded here and join a community or start one. Parts of otherworlds might be found inside of Xor taking thousands of years to be assimilated. Xor might even be used as a nexus between worlds but a dangerous one. Bringing goods through the gates and leaving on both sides makes the worlds interconnected. Creatures of law may not be approving of Xor and consider it close to chaos or raw material for chaos to usurp. Invaders of Law act poorly and are often disliked by xorians unless they actually fight need someone to fight chaos.

One of  these in a region will stand out and provide threats aplenty. Why not start between two of these or one at each compass point. Intruders usually have a way home but that might be be at a certain place or require a relic. Intruder gateways are for outright alien plunderers or explorers. Strange remnants are a place where unnatural to the nature of Xor creatures come from, a remnant of the past or otherworldly infection.

d12 Intruder gateways into Xor

1 Primal Law - entities such as Archons come to hunt and destroy chaos and imperfection
2 Singularity - bastion of Law where crusaders wage war against chaos and disorder
3 Deadworld - land smothered by darkness and necromancy and the hungry dead
4 Dungeonworld - a infinite self aware dungeon complex linked to the hells
5 Garbageworld - covered in garbage from other planes, locals seek to escape
6 Planet Psychon - mutants, androids, robots stumble on gateways
7 Europe 1640 - England and Spain search for new worlds while secret wizards planeshift*
8 Ancient Exilon - bronze age ancient city states send adventurers to visit Xor
9 Shadelport - city of pirates and wizards and elder ruins, many gates remain from long ago when the Monster Kings ruled and used to raid and plunder Xor
 Underland - various races of the deep raid Xor for food and some worship it
11 Demonic chaos - seeks to corrupt Xor into becoming a home for demon kind

12 Primal chaos - swarms of gelatinous tentacled alien horrors

*Other times are possible like modern special forces or monster investigators

d12 Strange remnants within Xor

1  Mile wide clod of earth with some intact ruined settlement survivors from some other world, semi buried intact ruins are their current lain and they are just exploring xor
2 Mass of ship hulks and a sargassum of weed fused into a mass inhabited by sailors from many worlds and a few feisty sea monsters surviving. Sailors are damned and don't try to escape
3 Collosal mass of fungus caverns inhabited by fungus and faerie folk, including by goblinoids, pixies, elves, gnomes, mushroom people, giant bugs and more 
4 Dead area where a necromancer lives and has learned to make undead from the dead flesh of Xor. If not stopped many such places grow. Some are quiet and hidden for aeons
5 A large section of a underland city was snatched and relocated inside Xor and inhabitants have done well and trade with the locals. Many strange races are among survivors
6 Macroscopic life has infested the area attacking and feasting on Xor and spreading it's own single celled life forms colonies, some are individually baseball or beachball sized often linked in chains. Dangerous slimes, jellies, flagellum and strange life thrives
7 Bone castle once a living place housing a population now a desolate dead hollow, full of all kinds of unwholesome creatures and cults in the skeleton of a living citadel
8 Infected sickly swamp of putrid sweat, infections and ulcers form a unique environment, disgusting but welcoming to bugs and the goblins who hunt them. Demons and undead here prevent the land being healed 
9 Crystalline life form ecology is absorbing life and fluid, growing and expanding into complex alien intelligences. Psionic beings have been attracted or empowered and come here
10 Dragonspawn Pits of Tiamat, mother of dragons has opened a gate here where thousands of baby dragons are fattening up on Xor for the next dragon apocalypse on some dimension. Tiamat only pops in occasionally 1in6. Xor does not mind dragons as they excrete his spoor on distant dimensions aiding it
11 Chaos warp point where creatures become mutated and prepare to  kidnap and devour nearby peoples. 

12 Chaos infection where a demon throne of a abyssal lord festers with it's horde. With intent to conquer the local area, warbands rair the surroundings often meeting Templars of Xor or Crusaders of Xor or many other local forces waging eternal war

Terrible new theory:

Humans came from Xor first
Then spread to other worlds

Wednesday, 11 September 2019

Treasure Frogs

Treasure Frog
Small d8 HD AC as leather Bite d6 Mov 9 Swim 12 Hop 1 carries d4x100sp
Medeum 2d8 HD AC as leather Bite 2d4 Mov 12 Swim 12 Hop 2 carries d3x100gp
Large 4d8 HD AC as chain Bite 2d6 Mov 12 Swim 9 Hop 3 carries d6x100gp
Huge 8d8 HD AC as plate Bite 3d6* Mov 12 Swim 9 Hop 3 carries 2d4x100gp
hit rolls 20+ swallows victim whole and flees crushing them for d6/round
**hit rolls 17+ swallows victim whole and flees crushing them for 2d6/round

Treasure frogs are used by frog folk to carry valuables but as they live for centuries they often carry loot long forgotten. They also smell treasure and dungeons near swamps often attract them. Some semi flooded dungeons are infested with them. Frog folk often use the frogs to find more treasure who can sniff precious stones and metal. A speciality skill is required to train and handle frogs who are experts at escaping and often escape. Each frog has a command word to disgorge loot but they forget them after fifty years or so. Frogs Some frog folk tribes keep their untrained frogs locked in a room. If your not careful frogs will all pour out bouncing everywhere and flee. Frogs mostly only try to eat smaller creatures but treasure carriers makes them feisty enough to attack, especially in large numbers. Frog folk can tell individual frogs apart but humans can't.

Small carries d4x100sp 1in6 chance of a semiprecious stone worth 10gp
+ d4 1=15gp silver ring 2=20gp carved agate seal
3=cat skull  4=semi digested fish

Medeum carries d3x100gp d4x semiprecious stones worth 10gp
+ d4 1=45gp gold ring 2=100gp jade idol
3=kobold skeleton 4=bottle of beer

Large carries d6x100gp d4x semiprecious stones worth d3x10gp
+ d4 1=100gp ruby gold ring 2=2d4 healing potion
3=knights helmet 4=
rotten goat corpse

carries 2d4x100gp 2d4x semiprecious stones worth d3x10gp
+ d4 1=500gp diamond ring 2=crate of beer
+1 dagger in scabbard 4=dead semi digested adventurer

Sunday, 8 September 2019

Relics of the Meat God

More Gore to Explore!
As my last post was "too horrible to read" here is more.

Scabs of Xor

Found in a drawstring skin bag, 3d4 pieces of sacred scabs of Xor. Each can heal 1 HP if applied to a bleeding wound or provide food for a day. Stay usable as long as kept dry.

Red Honey of Xor

Made by meat bees that gather blood and skin flakes or even corpses to make delicious red honey.  A pound of honey can heal 3d4 HP or cure disease.

Harp of Zerlag the Brown

Harp is made from a skull, spine and sinew. If played by a bard three times a day all in 30 foot mast save or suffer explosive diarrhoea. Mostly this is humiliating and causes a morale check. Once a week the bard harpist may play to a heap of excrement and form a 4 foot tall homonculi like creature d8HD AC as leather Att can use club or dagger. The creature is loyal and loves it's creator like a parent and if shunned becomes vindictive. It is stupid but will happily open doors, activate traps and search ahead. It cannot talk but will gesture and has easily comprehended emotions. It leaves smelly footprints and follows the creator until it is dead or mistreated too much.

Bone Bow

A heavy composite bow of living sinew and bone grows a arrow per day. It can grow up to 12 at a time but they can be removed and kept to encourage more to grow. It has own muscles to amplify the flexing and does d10 damage with own arrows or d8 with other arrows. The bow enjoys being bathed in blood once a week or it dies. Blood elves of Xor love their bows and write poems to them and debate care routines. Some manuals teach how to double arrow growth rate with daily feedings of blood.

Vampire Spear

A +2 to hit bone spear. On a natural 20 the spear awakens and a evil face on the head bites hold of the victim struck and on following round inflicts a d4 a round until the victim or someone can remove it with a STR save. Often while the spear is stuck the user will hold on and use unarmed or shield attacks. When target is dead the spear releases the bite and returns to sleep.

Crimson Lens

A ruby monacle gives wearer infravision in one eye and can see where blood has been spilled during last week within 30 feet. Actually it is a drop of divine blood in stasis.

Spitter CritterCreatures bread to emit chemicals or projectiles for use as a weapon. Creatures become dormant if not fed blood for a week and die in a month if starved. If fed daily replenish a d3 shots. Weigh about 2lb for hand version, longer more powerful models weigh 6lb. Stats for hand/long weapon variants below. Ranges on 10s of feet indoors or yards outdoors.

Web - sticky strands of protein STR save or held d4 turns
Damage - Range 3/5 Ammo 1/4
Acid - glob of corrosive slime
Damage 2d4/2d4 Range 3/5 Ammo 1/4 +1pt extra dam d4/2d4 rounds
Flame - mixes 2 chemicals which then ignite in air
Damage 2d4/2d6 Range 1/4 Ammo 1/4 +1pt extra dam d4/2d4 rounds 30 degree cone
Sleep - shards of crystallised tranquilliser
Damage - Range 3/10 Ammo 10 CON save or sleep for at least a turn 

Venom - shards of crystallised poison
Damage - Range 3/10 Ammo 10 CON save to resist poison or +2d4/2d6
rare versions have lethal venom

Teeth - burst of tiny fragments of metallic teeth
Damage d6/2d6 Range 3/10 Ammo 6/10 
Slime - spits lethal green slime
Damage - Range 1/4 Ammo 1/4 1HD/2HD green slime
Shocker - shoots a tiny electric eel like creature
Damage d6/2d6 Range 3/10 Ammo 4/8 CON save or stun d4 rounds 
Explosive - sires a bug that explodes on impact
Damage 2d4/3d4 Range 3/10 Ammo 4/8, damages materials fail save 
Stench - stinking cloud gas in a gelatinous blob
Damage - Range 1/3 Ammo 1/4 Cloud Area 1/2 
as stinking cloud, hand version lasts round, long version cloud lasts d4 rounds
shards of crystallised narcotic
Damage - Range 3/10 Ammo 6/12 INT save to resist, confusion d4/2d4 rounds
Confusion d4 1=attack nearest person 2=stare drooling 3=laugh crazily 4=flee
Pacifier shards of crystallised narcotic
Damage - Range 3/10 Ammo 
6/12 WIS save to resist or passive and friendly
Stronger versions act as a charm spell for a d4/d12 hours

Resembles a sawfish held by body, slash with the spiked beak that vibrates when exited by battle for 2d4 damage as a sword, also good for hedge trimming, hair cuts and in the kitchen. Smaller knife like ones do d3+1. Requires feeding it blood if not used to kill weekly. Some are +1 or +2 but non magical for hitting certain creatures. This + is more from the STR of the creature making it's vibrations stronger.

Friday, 6 September 2019

Relics of Magical Meat Mages

Magic Items from Xor
Xor, where magic items might work but are too disgusting to use

Intestinal Cord
Comes in a squelchy 4lb bag of cured skin. Contains a streatchy cord of moist intestines that can be used for climbing ropes, hangings, restraints and other uses. It can also be used as a tube to siphoning liquids. The cord can stretch up to 100 yards. Can be cut which reduces the total length.

Sack of Guts

Comes in a squelchy pulsating alive 2lb cured skin bag. If you devour the horrible fresh gore inside you gain a d4 HP. Only one such bag will benefit user. If a second bag is eaten the consumer devolves into a hideous protoplasmic shoggoth.

Silent Feet

Skin removed from human feet and worn as shoes are silent but look and feel disgusting. Insides remain slimy.

Wizard Skin Suit

A tattooed skin of a wizard if worn ads +2 to ave vs magic and looks nightmarish with hair and fingernails intact.

Magic Parasite
Comes in a eggsac and creature inside is easily swallowed. Once it lives inside you for a HP a day gives +2 save vs disease and poison. When you die creature exits the deceased orifices an hour later, after a year in use 3d6 creatures exit.

Wish Bone of Xor
Two users pull on the foot long bone, each makes a STR test with the winner able to ask Xor for a simple wish. Xor is pretty dim and barley comprehends the parasites that walk on or in it or their desires. A wish for food might result in a flood or rain or gobbets of raw meat. Xor prefers solving problems with meat if possible. If used on another plane Xor will help but also use as a gate to invade that world or at least asses how tasty the world is. 

Codpiece of Xor

This dried footlong intimidating decorative tribal codpiece with a strap if worn will fuse onto the wearer as a living functional penis. When user dies it returns to its original form. Some are handed down for generations.

Flesh Mask

These are stretchable dried skins of faces created by magic. When worn you resemble the depicted species or race and can pass among members as long as you don't talk or let them smell you. Come in human, demihuman, humanoid and beastfolk types. If you wear for more than 12 hours the effect is permanent. Most creatures find a infiltrator using a skinned face disgusting and will kill you if they find out. 

Chaos Parasite

A chaos demon parasite that comes in a large egg. If anyone gets close enough to breath on it a slimy tendril shoots from the egg into their mouth or nose and into their stomach. A DEX save will prevent this. Once inside the parasite joins with the host giving them a mutation. Most are petty cosmetic ones rarer major mutations are most desired and hurt more when implanting them selves. Most common form gives the used a d4+1 tentacles own that have a mind of their but will attack enemies in a fight with a bonus grapple attack and help climb or reach in jars. Might touch people or things nearby against owners conscious desires.

Flesh Scarab

A beetle often in a cocoon form dormant. If placed on flesh it burrows inside to live forever. If you try more than one they fight inflicting a d4 damage to the hosts insides and one will win killing the others. The following varieties are the most common:
1 +1 on a specific attribute

2 +2 on a specific saving throw (disease, poison, magic most common)
3 Night vision
4 +1HP per day daily healing rate
5 Store a d4 cantrips or a 1st level spell
6 +1 Move

Shamans Nose

Dried shamans nose with a sinew trap. Sense disease within 30 feet including lycanthropes.

Mummified Baby 
Dried mummified prehistoric hairy baby. If fed blood will open it's eyes and ask for the name of a dead person you wish to contact. Once a month it can contact a dead person known to the user who died since the baby died. The contacted spirit will answer three simple questions. If activated more than once a month the baby instead summons a demon.

Friday, 30 August 2019

I hate DnD Dolphins

Dolphins firstly according to pre modern scholars are fish. Live in the sea = fish. Thus they should be in monster books in a entry under fish. Even if they are known to breast feed and breathe air as sailors observed they are fish. 2nd ed MM had a page on them with facts I could get from a children's book that could have had some proper monster. If anyone reading this ever battled dolphins in a dnd game please tell me how awesome it was if possible.

So here are EMO dolphins inspired by stuff like this
Also many people living near river dolphins (or cocktail dolphins as a friend calls them) had interesting myths like they were sleazy shape shifting seducers.
Dolphin 2-4 d8 HD AC as leather Att 2d4 ram MOV 24 swim

d20 Dolphin Rumours
1 Attracted by music and singing
2 Warn sailors of storms out of helpfulness
3 Save and help sailors and protect from dogfish (sharks)
4 If you kill them you will be cursed by the sea gods and spirit folk of the deep
5 Dolphins are the knights of the undersea world serve the king of the sea
6 Dolphins are playful enjoying dancing around ships and racing them
7 Dolphins can leap over a ships sails
8 Dolphins know by smell if you have ever eaten one
9 Dolphins are noble mounts of all kinds of sea beings
10 Many sea spirits and gods take form of a dolphin so take care
11 Dolphins were once humans transformed by the gods so don't murder them
12 Dolphins beach themselves to be buried by humans on land when sick
13 Dolphins carry the souls of good sailors to the Island of the blessed
14 Sea bards can attract dolphins who may even aid a skilled performer
15 A boat accompanied by dolphins will find a safe harbour
16 Dolphins might carry children swimming alone to the undersea paradise forever
17 Dolphins protect manatees, sea cows and dugongs from harm
18 Dolphins are intelligent and speak to each other and some understand human speech
19 Dolphins in places guide ships through rocks and reefs, some favour only local boats
20 Dolphins can detect alignment and may take mercy on the good

d12 Dolphin Varieties
1 Serrated Dolphin has a saw blade fin that does a d12 used to kill crocodiles
2 Armoured Dolphin has carapace armour as chain and a d10 ram
3 Were Dolphin can adopt human form to seduce human lovers by night
4 Divine Dolphins can cast curse with a glance per round
5 Magi Dolphins can cast spells as a priest or sorcerer or sea druid or psionicistand can talk as a human

6 Jewelled Dolphins have a large gem in their foreheads that grant them telepathy and is worth d6x100gp, taking a gem from a murdered dolphin curses who touches it 
7 Ichthyosaur is a reptilian prehistoric dolphin allied to reptilian creatures and is less friendly to humans
8 Necro dolphins are undead who are mounts of evil sea creatures
9 Rogue dolphin jump on ship decks and steal things they use to decorate their nests
10 Aero dolphins fly in the air or sea and are used by sea races to visit the surface or cloudland 
11 Chaos dolphins have 4x twenty foot tentacles that latch onto a target for a d6 and grapple them, then drag into the water to drown, they bite with fanged teeth not butt and may have mutations
12 Demon dolphins are from a abyssal demonic oceanic plane. They require +2 magic weapons to hit and have a 2d6 bite instead of butt and a razor fin attack. They can shape shift into humans to infiltrate but the disguises are often flawed and behaviour odd and cruel. They often stink of fish even in human form. They can speak and often allow sea demons to ride them. They breathe air or water and have green tinge and fish scales. When killed they crumble into salt 

Also noteworthy is fishfolk might hybridise with dolphins that makes them more fishlike and able to breathe air or water. Hybrids are more green blue and scaly with more fishlike fins and monsterous tooth filled beaks. often intelligent and some cast spells.

Thursday, 29 August 2019

Epsilon City for Planet Psychon

Epsilon City is an ambitious expansion for their edition of Metamorphosis Alpha. There have not been many things for this game come out. There is a module about generating circular houses for outside cities from another publisher I recommend and Chadd reminded me of wizardawn deckplan maker. Goodman Games did a oversized edition of metamorphasis alpha and all the magazine content and other oddments which i have. They did some new modules too that i missed. A KS with troll lords and Jim Ward in production mapping the whole ship.

Ive done quite a few space hulk exploration games and gamma world urban design. I love fallout games too. So when i heard about this I was exited. Was too poor to get and i missed the treasure box of modules too. I got PDF of this on sale but print ed has lots of charm and readability.

Of everything of late i have got this is the one i wanna play the most. A ruined city of a 50 mile wide generation starship lost and ruined. Mutants androids robots wild animals and plants over a huge area. Amazing quality ez to read simple layout. Well illustrated oldschool style. Fold out maps and amusing stuff. For metamorphosis alpha but gammaworld or mcc or darwins world or mutant epoch would love it. I'm using it with planet psychon so  AI priesthoods will work well with wolfoid human history cults.

I wish it had a book of tables for making content for exploring and encounters but adventures and complexes with a thousand crazy wolf folk inside are great. A adventure book, a cyborg book and the big red pleather gold foil spiral bound book an inside what must be the toughest game boxes ever. Like old photographic lith film boxes or better.

The big book details mostly the major wolfoid complexes, their culture gained from historic theme parks and mad AI. There is a lot of fun opportunities for fights and talking to deluded pups. A few of my players interested. So not sure if i will use as is. Possibly might end up dingoids in my Broken Hill. Has lots of funny stuff that meets my ideas of amusing. I might start all as either tribals

Troll Lords and and Mr Ward making a big fat book with whole ship mapped is the no1 product I want now. Iv'e always liked ruins and wrecked ships in reality and fiction. Pandorum one of my favorite films, Aldiss book "Non Stop" is also a fave with similar ideas. I like that it fits into Gammaworld too and I had a second incomplete ship in orbit in my game. I still have lots to read but Im very pleased with this product which ranks as one of my top10 post TSR products.

Wednesday, 28 August 2019

Edition Drama Club

So recently i had a player join a game wanting to play old school dnd. Only problem is he had a totally different idea of what that consisted of. I don't realy use the OSR label anymore and don't mind oldschool but I query how useful an identifier it is when many ppl I meet assume Im a horrible neckbeard for using it. Anyway this person said a few things they expected and i failed at.

So it was a one shot game as I visited state for a few days to get a permit. My old players were keen but whole thing was kinda a cuff of the moment game. I thought I'd playtest i 3fold scenario in my Exilon setting. Everyone was glad to catch up but tired. All asked to start 3rd lv as they had struggled up from first my last few years of seasonal visits which is fair enough. New player arrived after this and another turned up later. Game play was a bit broken. They spent way too long investigating, went to dungeon killed some stuff and got some loot without too much drama and picked up on setting mythology from shrines and artworks in dungeon. Finished abruptly when someone came to collect a player as I thought everyone was too tired and rushed the real adventure ending which was finding which of the treasure was cursed. I quite like identifying loot and carousing after.

Anyway after I got a lengthy evaluation
though they said they liked it but...
So I got a fail on....

Characters too superpowered
Nobody ran away
Nobody described their every action in detail and preferred to roll
Just hack and slash vs inferior foes
Was just like 5th ed but simpler
Little oldschool content at all

Also this gem:
Adnd is simpler than BX and rules fit on one sheet and you only need 2 classes
The guy was pretty young and smart but I think had some different ideas on stuff to me which is ok.

The argument about skill rolls vs describing everything is pretty old.
I'm happy for players to search the slow way or perhaps talk everything through
but chatting with every npc or searching everything can be tedious
but Im fine with slower more creative way but happy to save everyone time and do more stuff faster

So to clarify I don't play mostly 80s games still out of sentimentality I play them because I'm unconvinced later editions do what I want or look like I imagine a game to be. I like the wargamer interest in historic arms and armour and don't really go for cool art like Pathfinder. Which I don't mind but I just don't imagine fantasy like that. So basically I play mostly as I did in mid 80s but simpler. I've actually played  BRP and RQ more as I like the grittiness of combat, game physics and history gaming. Also I don't really like character classes at all. I went back to DnD because record keeping and speed of play and easier sell. I mostly have run Cthulhu because I love it but also it is a game I can get running easier than any other I play and more so than RQ, BRP or oldschool dnd games. Even running dnd not in a official setting seems like a risk in clubs I'm in today vs the DIY feel of 1st and BX.

So here is a little brief over what stuff from what eds I stole for my homebrew

-My starting point
-Race as class is my preference, it keeps humans common.
-Lower stats, harsher rolling scheme
-Known world setting I liked until went all flying boats stuff and named Mystara (sorry)
-Good adventures which were fresh

-Extra classes but some I disliked as too finicky
-Non Weapon proficiency in OA and DSG
-More complex alignment
-Crunchy broken and badly organised
-How many choking rules in 3 monster books?
-Some good adventures but many classics need extra quests to fix
-Dungeoneers Survival Guide and Oriental Adventures were great

2nd Ed
-Bards improved and a better starting point for my version
-Ultimate series of brown books were great for fighter abilities and kits
-I stopped playing DnD for 20 years the moment i touched necromancy blue book
-Psionics improved but still broken
-Capping fireball damage - heresy! Now Lich are weak.
-Had lots of good setting books plus green books were good
-I was fine with Illusionist spell changes
-Not really interested in adventures from here on

3rd Ed/Pathfinder
-I really only played Temple of Elemental Evil PC game
-It got me back into dnd
-I like possibility of getting abilities normally outside class
-I don't mind some exotic feat abilities but rather fit them into skills
-Is this when bonus table changed?
-Sorcerers, the basic idea of them, easier to play for noobs

-Ugh though if it was meant to be a tactical board game I guess they succeeded
-For a while ppl stopped playing elves because they made another elf like race

-Superficial resembles what I want but nope
-I like minimising stacking and a few things, If it seems too good it probably is
-I've yet to see a human character in any 5th ed game
-Not really like mythology or fantasy lit precedents
-Several mechanics on character sheets Id like to just remove
Lamentations Rules
-Played for several years
-Liked guns and 1600s setting
-Didn't like most adventures but appreciated artistic bravery

-Liked it but I like STR bonus in games and kids seem to
-Probably the free retroclone I most recommend with Osric
-Castles & Crusades almost became my game (if it had skill system day one....)

My EMO homebrew rules
-Skeleton of BX with arms and arts skills
-Fighters get most fight skills, rogues get non fight skills, others get spells
-Basic four classes plus Druid, Bard, Monk, Sorcerer
-Basic races plus some extra Abhuman, Changeling, Giant, Tako (cos I need octopi)
-No half races or the real world problem cliches they evoke
-Psionics is a spell list just like arcane, divine and nature spell lists
-Elves and bards can choose any one spell list
-You can change class at least once bur changing race might be a bit odd
-STR is the dump stat, i didn't call it players did. Followers are more popular
-Changed stat names 50% cos im a jerk 50% cos I want to be more clear
-WIS is not perception a idea that crept in over editions
-Luck Points to help you survive derived from WIS plus rogues get bonus ones
-You can have no Alignment or become a deranged fanatic for bonus goodies in return for oaths which might make party murder each other or go to prison
-Alignment is very clear so paladin killing babies are evil, the gods judge this not humans
-Campaign goal advancement not xp
-Class abilities like rogue bumped up as levels not based on different amounts of xp
-Saves just based on stats

My downloads page has pdfs which are a ongoing work in progress. Probably try and finish second book in next school hols when in Sydney. I can see 2 monster books - one with simpler creatures describes as briefly as possible. Second with more detailed feature monsters with lots of variations and scenario hooks. A spell and or skill book to detail these subjects more. A book with classes with example builds to simulate other classes and races and 2nd ed kits so ppl can jump in at higher level play easier/faster. The downside to choices is they slow characters down. Lots of abilities added per level make

Ive considered making a character zine booklet rather than a character sheet...

Occasionally I get a dumb idea like
improve stats a d10% on prime requisite per level
plus d10% on any stat per level and you can put on prerequisite....
At 100% goes up a point (sorta like UA adnd Cavalier)

Psychon and Xor books in print would be good.

Sorry so few posts. Life not conducive to creativity at moment.

Worth mentioning Iv'e read very little swords and sorcery fantasy since the 80s mostly mythology and pre ww2 lit, non fiction history and classics. I still thinks there should be a simpler official dnd for kids like BX.

Thursday, 22 August 2019

Busy shopping and reading sorry...

So I have a house in over a week, then assessment and i can hunt for work and sell dads house and goto sydney again for 2 weeks work. Im in Sydney now to lodge a form at DMV so i can ver work here again and did a course in IT security, Safety refresher and some other thing i cant remember. Have a game on fri night with old crew then back to Adelaide.

Ive been shopping lots catching up on being broke and it is nice to see game shops full of stuff. Sadly will pick up a Cthulhu book and Metamorphosis Alpha thing in morning.....

Im also working on a couple of gigs for ppl.....
So go support this or else

Courtney is probably closest to me in content in many ways. But he is probably nicer than me. He has had a bad year for trolls who seem to know nothing about him.

So just to show you why this has been slowest month for a long time here are some of the things I grabbed and some quick notes......

So on my sidebar there is a link to my want list that has shockingly been thrashed since i posted the lower priority wants are arising but i think i will be done soon......SF RPGs next project as a few i missed. Did see mothership in shop but choked on price despite it being a zine style artwork. I'm just gonna print my own up. Saw some other things fresh from GenCon my game pusher attended. Zac didnt write a book? Just milk his name for dubious attention because we no longer publish him? More reasons to drop LOTFP sorry. I think the days of OSR branded stuff tempting me is possibly reduced to a trickle.

Im running TSR Marvel mostly fortnightly baring dad emergencies in group and have a pool of 7 players mostly get 3-6 attending so far. Did simplify my initiative system to ease.

Still running Cthulhu my 3rd year of current game. Finished Shadows of Yog Sothoth last year and well into Masks of Nyarlathotep now. Party in Egypt now coldy executing cultists and using them as test subjects for spells they find. Honestly they are good guys. Running this is like a university course. Thankfully I am using my glasses and reading more for game prep so less time being creative sorry. Possibly now gaming makes me a trickle of money my creativity might go to other things more when I have a home like my art and the business I had 15 years doing that till I got burn out and had trouble with housing.

So on with stuff i done and got me yes sir!

N1 Cult of the Reptile God - Second Hand

Good but aged condition. One of best modules ever and kinda similar to a about 20% of everything I do still. I did get Lost city too a while back but looking forward to the hardcover reprint too. Also got most of UK series again in better condition. A few others I might get again as mine a bit trashy but everything I got of late was great. Lev Layfayette who does RQ con stuff  in Australia also is one of best dealers of books and I killed most of my GURPS list through him too.

POD RPG Drive through Reprints
Got two slave lord modules and rest of saltmarsh set and few others. Impressed with them all and map reprint quality. I can see myself get more like this. Post was cheap even in Australia. Gammaworld, Ravenloft and Starfrontiers like this probably in future.

Alternity Stardrive Setting Book

I did look at these in 20 years I only bought Cthulhu stuff and kinda want them and mostly they are cheaper now. Some more of the core books of this and possibly Dark matter also but Im not gonna try too hard and mostly hunt sales....

Call of Cthulhu Compact Trail of Tsathogua

I ran this as a viking game once. Have played it and run it 3 times - main adventures are great. Getting some of the later reprints of old campagns as extra 50 pages in some cases.....

Got Arkham Now which looks better than I was led to believe.

Also Terror from the Skies. Terror came out in a Low point in Chaosium for layout, proofing along with the Atomic era adventure book (not really a sourcebook). I'm assured adventures OK even if layouts and type upset me. Maps, handouts and art in these books a bit flawed in reproduction or somehow don't continue the setting vibe somehow. Still people like both books and now my collection increasingly complete I will get them.
The House of R'lyeh was one of last of that era before 7th ed and while not great layoutwise is substantialy better than the Atomic or Terror books. One of the Adventures I had in different worlds and good to see David Conyers who I introduced to the Mythos and CoC in 80s as teen. When I see his name on stuff I feel a twinge of pride. I hope he is onto bigger things than gaming as a writer he certainly has put a lifetime of effort into it. My friends played in his game when I left and raved about it but seems he mostly got too busy to RPG. Anyway this book is a better effort than others of this time and I look forward to reading more.

Thee other books in USA awaiting to get to my though the terrible exchange rate but gawd USA mostly the most expensive and difficult. I get free post from UK, Hong Kong, Vietnam and Korea pretty often. Stuff from USA basically doubles now and reminded my why Amazon and Ebay shopping has declined (Australia was blocked from international amazon a while and now they have a tax deal that other nations don't worry about.

Call of Cthulhu Golden Goblin Press
I have always been impressed with the work of these guys and probably my favourite non Chaosium mythos adventure makers. The new Invicticus Book is very nice and stylistically different from previous Invicticus versions or the other BRP/RQ rome stuff. Though I got a current RQ vibe flipping through the book which has good use of colour. Will try and grab more adventures for this setting. Also got Caribbean, New Orleans and Third Companion which are all solid, dense and high quality.

Call of Cthulhu The Sasoon Files

This was the book China burned to hide the occult it in case it helped with Shanghai chapter of Masks campaign. Personally not surprised a book about colonials in Shanghai exposing occult secrets was trouble being printed in china. So maps are nice, character portraits ok but I'm not in love with Typography or layout. The character sheets seem to clash with the subject of the book. Also Glossy paper stock I really dislike. A Stygian Fox book paperback had shiny thin gloss paper that is like trying to hold water so I recommend their hardcovers. The Hudson & Brand book is more substantial I have as a hardcover. The most stand out thing of that book is the map of London. Some Stygian Fox books over used art assets as great as they are but some B&W ornaments they could use in a few books might help. So as for Sasoon Files and Stygian Fox I'm glad they exist but I have not really read enough to evaluate them fairly.

Other Stuff

I will go over these in more detail as I read them and hope to when my game room set up will do a few reviews a week or a podcast or utube or whatever the kids this century do. I did get some Yamato kits but scale possibly off to my existing ones but I was glad to see tiny ships back for sale. Some more dinosaurs too. Found book on women in IT sector for young girls making them look superheroic will pass onto friends. Found card and boardgames shop in chinease market about 2/3 shop prices so unsure if bootleg or as many items in markets seem to be at Hong Kong prices with no mark up for travel which happens with figures too. I was hoping for some bootleg Godzilla dolss but nope.

Ive spent enough on Cthulhu I think I need to put as my religion next census. Am gonna learn 7th ed mostly so i can get more locals playing with some demo games and might try publish something with their fan content program and check out the organised play stuff and cons this year. Oddly Cthulhu is a game I prefer to run fairly straight and use packaged adventures which is different to most of my DnD or Marvel stuff. Tempted to write ROM sourcebook for marvel.

Probably go slow on spending once I have house and other hobbies to miniatures, models and aerosol cans and possibly LARP weapons. Did see a course on teaching kids to play with fire which might kickstart my art business off again....

Monday, 19 August 2019

Goblin Graveyards & Cults

I think more and i'd like goblins to be a core race in my setting with some capacity to selects a speciality sub race to mutate into. Have considered replacing halflings with them. Not reading much inspiring on line of late. Mostly ppl I know have to some degree become commercial and doing less but more resolved. When the weird go pro (happens to mant good hobbies). Am gobbling up so much Cthulhu stuff I might declare it my religion next census. Going to Sydney a few days to lodge a form so i have option of working there and keeping myself in casual and holiday rosters there. I get to see kids I've known for 5 years some I got into DnD. Will be playing my Exilon game there.

So as Ive had so few new ideas and busy awaiting the house im moving to being vacant and busy with adulting stuff. Overall stuff is better but im mobile and stuff stored. Anyway this terrible idea came from me being alliterative which i guess got a germ of an idea.

Goblin Graveyards on Exile Island

Goblins have lived everywhere before humans and many times have turned a wasteland to farm able land only to have humans turn up and build castles and claim this land was theirs and had been discovered. Anyway goblins bring this stuff up a bit when not human serfs. As a result all over the land there are goblin grave sites pretty much one per hours march on a road you see one if you know the signs. In the forests you see where goblins shaped the land to aid hunters. In the creeks you find ancient stone fish traps that were used for thousands of years. Arrowheads, campsites, midden heaps and rock art abound showing how common goblins were in the dawn age. 

Graveyards are known about only to learned or well travelled city folk but common knowledge to country folk. Many have been tampered with especially near human settled lands, looted for stone and treasure. Ones in forests, marshes and mountains are more often intact. Also people learned certain signs and left the most dangerous looking ones alone or buried them as hazards of elder goblin magic from the darkness. Most city people think defiling the dead terrible but a bigger shame to leave treasure laying about.

Colour code d12 dice with first 4 tables and roll all at once
and roll a d6 with a 1 = d3 hauntings
these describe basic area of 2d20 graves

Dressings (could roll d3 times)
Local Burial Custom (could roll d3 times)
Cult (could roll d3 times)
Haunting for graveyard (1in6 graveyards have a d3 effects)

next three are for investigating each grave

Common Grave Good roll d3 times

roll d6 on a 1 has a Grave Defence & Grave Treasure 

d12 Condition
1 Vandalised by clerics of more recent religion, objects smashed or defaced with holy symbols

2 Looted by recent treasure hunters who dug up place and smashed things searching

3 Old and forgotten, long ago ruined, overgrown and crumbled to mostly rubble 

4 Damaged by elements such as running water, earth slide, wind erosion, tree growth  

5 Damaged by something large, smashed and dug place up long ago
6 Prospector or 1in6 chance of a murder hobo adventurer party digging this claim
7 Intact, covered in pleasant moss and grass and shrubbery
8 Spooky with cobwebs, toadstools, ugly animal (possibly a little bit part goblin)
9 Well maintained with signs of recent activity of goblin rituals like offerings or new burial
11 Dozen gobbos pilgrims & religious leader and pets here to maintain holy place 
12 Goblins here for a ceremony, dozen of them including leaders and heroes and pets

d12 Goblin Graveyard Dressings
1 Artificial mounds, 1in6 with post holes or stones on top with circle pattern
2 Rings of stones of various sizes from hand to goblin size
3 Land and vegetation is serene sculpted garden of great beauty
4 Giant fungus and rings of smaller fungi over area 
5 Stone pillars with niches for heads to fit in with skulls in them 1in6 fresh enemy heads
6 Sinister megalithic stone monument worn by worshippers over aeons
7 Corn doll figures of goblins have been left hanging in vegetation
8 Goblin bones mixed in with soil and a few larger bones exposed
9 Carved totem pole often with multiple faces dedicated to a god or spirit or several
10 Stone altar worn smooth from aeons of blood sacrifice here
11 Goblin Runes carved on rocks, trees and even in earthworks
12 Great cavern or twisted tree with carved goblin figures

d12 Local Burial Custom
1 Bark tube coffin sealed in crevice or cave or buried with food and bags and tools
2 A mound of rubble is deposited by loved ones over the body
3 Body is burned with remains in funeral urn and some eaten by kin
4 Body buried in wicker basket with a pet 
5 Huge boulders from goblin size to many tonne for leaders on top of body
6 Sealed in tomb with sacrificial slaves and followers with tools and everyday goods
7 Buried in a clay jar in fetal position
8 Flensed skeleton arranged with all their skull collection at feet
9 Small stone hut crypt where remains in niches or jars
10 Mummified in a coffin in a stone sarcophagi 
11 Earth mound with crude stone lined tunnel tomb complex inside with many burials
12 Bodies are made into undead and stored in coffins or peat for future use

d12 Goblin Cults (names are tribal and bigger tribes have several)
1 Ancestral Cult 

2 The worm God
3 Faerieland

4 The Insect Cult 

5  The Horned God

6 Hobgoblin King 
7 The Goblin King
8 Mushroom Mother 
9 Chaos Jester
10 Great Frog Mother  
11 Spider Mother
12 Mother & Father Bugbear

d12 Haunting Table for graveyard 
1n6 in untouched graveyard
1 Hear beating goblin drums and chanting but only with lo
2 Hear wolves, bats squeaking, bugs all noisy then stop
3 Cold supernatural breeze chills everyone in area lose 1hp
4 Shadowy figures moving in distance
5 Creepy animal with red eyes watching you
6 Muttering voices from underground
7 Huge spider or centipede or giant rat attack
8 Spectral goblin elders chanting, save or run away with fear for a d4 rounds
9 Poltergeist awakens, starts having angry fits
10 Bats flying all around cause confusion for a d4 rounds if fail save
11 Lesser demon abuses then attacks for a d6 rounds then leaves in puff of smoke
12 Wraith with spectral scythe called from underworld to punish defilers


d12 Grave Defences
1 Curse -2d4 Con if fail save until removed, strikes who breaks seal first
2 Shadow arises where warrior was sacrificed to be a guardian if damaged
3 Swarm of rats, worms or bugs pours out of grave if damaged
4 A magic mouth sternly rebukes you as you rob grave, possibly in old language
5 Terrible rotting disease strikes all in area save to resist
6 Poltergeist arises and menaces all in area if touched without respect
7 Random encounter attracted by spirits or possibly lairs in this grave
8 Extra d4 slave zombies arise if any damage
9 Imp appears invisibly starts campaign of terror, sabotage and distraction
10 Disturb ghouls hidden here with a 1in6 chance of attracting d6 more 
11 Skeletons arise in area 2d6  with a 1in6 chance of attracting shadow
12 Zombies arise in are d4 with a 1in6 chance of attracting wight

d12 Common Goblin Grave Goods
d3 items per grave of d3 bodies
1 Stone bowl
2 Clay vase
3 Wooden spoon carved
4 Toothbrush
5 Copper knife
6 Wooden stool
7 Silver sickle 30gp
8 Semiprecious stone 10gp
9 Jug of nasty goblin grog
10 Large Crystal 50gp
11 Stone statuette of goblin god 20lb worth 80gp
12 Copper arm band or Ivory tusk medallion 15gp

d12 Goblin Grave Treasure
1in6 chance of untouched grave

1 Torc d4 1=bronze 90gp 2=silver 180gp 3=gold 360gp 4=crystal torc +1 protection 

2 +1 sling

3 Stone +1 Javelin or +1 Mace or +1 Shortsword 

4 +1 Small Shield with goblin cult symbol
5 Chest with d4x100sp 
6 Stone +1 dagger or club or spear
7 Chariot broken into parts and horse skeletons 300gp if working
8 Spider Venom Antidote
9 Healing Mushrooms d4 doses heal d4 HP

10 Missile ammo x2d4 shots +1 arrows or sling stones
11 Set of d4 Fetishes gives +1 on save once
12 Goblin Fertility Idol double births in household over year


d12 Goblin Cults
Often names are tribal and bigger tribes have several cults

1 Mother & Father Goblin
Ancestor cult mostly shamans and priests of tribal goblins
Humans chase them away mostly
Worship first pair of goblins made in fairyland to work on creation in the early dawn age. These goblins commune with ancestors and leave them offerings, kin to many nature spirits in plants animals and land. They mostly want to be left alone on their traditional land
Treasure includes ivory, stone tools, grinding tones, baskets, flint, ochre, figures of kin or ancestor bones

2 The Great Worm God - The Gnawer Beneath
Mostly shamans and tribal
Infamous as cannibals, traitor and losers humans try to exterminate them
Worm that gnaws first heard goblins hunger and resentment and aided their rebellion to run wild. When the worm god fell most of this cult fled into the deeps. They are always desperate and hungry but ever living albinos
Treasure includes food for afterlife often decayed or worm ridden, piles of teeth

3 King and Queen of Faerieland 
Common to all goblin magicians and cultures
Know as serfs of faerie who's lot is to perhaps reincarnate into a pixie
These goblins still serve their creators and faerieland who readied the world for the arrival of the sun which some resented. Their depictions and conduct varies seasonally such as the bright fey ruling summer and dark fey ruling winter. They are advanced gardeners growing forests, thorn hedges, holy herbs and food for faerie forests
Treasure includes elf made items and petty treasures, wine and clothing

4 The Insect Cult - Million Swarming Ones
Shamans or priesthoods of tribal and common folk
Most people know most insect cults just mind their own business
Provides food and labour and works hard, each breed has own spirit. Most tribes specialise in a bug type like bee, ant, beetle, wasp. Often traders who travel with loads over the world
Treasure includes jewellery with insect motif of copper or 1in6 times gold and amber

5  The Horned god - Lord of Beasts & Death
Evil priesthoods, shamen and sometimes necromancer wizards
Feared as snaky magical killers with pets
Lord of the hunt who defied the faerie queen and became king of underworld to live forever undead. Served with lords of night in the age of darkness. These actually plant undead in graves for in storage. Everyone shuns them for serving the armies of death and their blasphemies. Older version of cult are just hunters, each clan specialise in a type of huge animals as a mounts including wolf, bat, boar, goat, lizard, toad, weasel. Corrupt hunters prefer undead animal pets.
Treasure includes necromancer items, weapons, shaman tools, musical instruments, silver coated bones, sometimes evil scrolls

6 Hobgoblin King - Lord of War
A formal clerical order of war priests who operate like templars
Humans intimidated by hobgoblins but will hire as mercenaries
A warlord who is highly disciplined, often have superior weapons, armour and many bigger graves. At least half the cult are goblins who wish to become hobgoblins. Goblins mutate into hobgoblins often in times of crisis like war. Hobgoblins are hardworking and very disciplined in war. They are quick to anger or fight and are easily offended
Treasure mostly weapons and armour, might be used as armoury reserves then returned

7 The Goblin King - Lord of Kingship
Civilised urban priesthoods even those thralls of humans
Humans ridicule these goblins and wage war against them or enslave them
The great and terrible first goblin king who still rules from his underland mountain fortress in rebellion to the gods and fey. He urges war to all others and civilisation building for goblins. His cult are also traders and bankers and quite civilised and encourage distinctively goblin quality. Goblins often sing melancholic work songs. Goblin slaves know they will live in goblin city with their king as his thralls in the next life. Free goblins in his service are the most warlike and expansive but also propagator of goblin culture and arts. Secrets of breeding ghouls, goblins and trolls to make thouls to make guards is a cult secret
Treasures include goblin handycrafts, gems, gold, clothing of high quality

8 Mushroom Mother - Queen of Fungus
Every kind of magician and all goblins praise her
Human think of them as harmless but too lazy and stoned to be slaves
Who teaches how to make food and survive in the utter darkness, popular fertility cult and mostly peaceful willing to trade food and provide healing. They establish fungus gardens and are often left alone as their gardening is mostly provides food and habitats for others
Treasures are food and potions or magical fungi brewed by cult witches

9 Trickster - Jester of Chaos
Every kind of magician and goblin may serve the trickster
Humans universally exterminate crazy goblin clowns with chaos mutations if possible 
The jester of chaos cult is crazy and dangerous but teaches alchemy, espionage, gambling, deceit, magic and more. Most are more mischievous and vindictive rather than evil and serve as acceptable ways to be a outsider in goblin society. Some rise to be sly advisers to rulers. The demonic sects are increasing and teach the jester is a lord of chaos juggling the planes of the abyss and sent to bring entropy and rebirth. Gremlins are part of the jester
Treasure often includes curses, taints and tricks but also weapons and useful items

10 Great Frog Mother - The Opulent Jade Queen
Every kind of magician and goblin
Famous for fecundity, vice, depravity, poverty and inbreeding  
The great frog mother is popular in wetlands and theses goblins often are more frog like with webbing, slimy skin or other features. Mostly they mind their own business and avoid others but as they are very fecund they may swarm occupationally. Each swamp has it's own spirit who the frog cult serve. They often live with other wetland monsters such as frogs.
Treasure is often poor but food, swamp weed and grog are common

11 Spider Mother - Queen of The Night Age
Every kind of magician and goblin
Hated by most surface dwellers and humans as creepy horrors
Goblins that sold as slaves to the monster lords of the dark times by faerie. Goblins served magic spiders as hands, mounts and food until they were banished to another dimension. Some even turn into spiders or have spider like abilities like immunity to webbing and climbing up walls. Most live in caves in the deep now
Treasure often have cursed and evil items, spider silk books of forbidden lore, gems

12 Great Mother & Father Bugbear
Every kind of magician and bugbear, some goblins and hobgoblins join too
Humans dread bugbears especially children
Bugbears mutate from goblins when a community is in a military stalemate and hobgoblins are just keeping up. Bugbears eat other goblins, humans, pets. They like spooking people (especially children) and cruel pranks. They are fearsome warriors in formation but also expert scouts and assassins. The cult teach bugbear culture and the importance of collecting your enemies heads and shrinking them. They Initiate and teach new bugbears and those who wish to be bugbears. Bugbears breed too and once they appear in a goblin community they are a threat to it. They will feed on their weaker kin and possible end up in control. A few loner bugbears serve other goblinoids as executioners and body guards. Mother & Father Bugbears were siblings the first to become bugbears and then they spawned generations since. Father Bugbear is a warrior storm god and Mother Bugbear is a moon goddess witch. They have a sweet and heart warming romance collecting human and orc heads